Alright guys. This is where everything starts. The only thing I want to be put up here are the to do lists. That's it. No discussion or anything, just the lists. I would like for these lists to be maintained. The first reply after this one shall be the one dedicated to the current list of things that need to be done. Just under that will be a list of things that have already been completed. Under that, you guys can propose new ideas for the list.

I want this to be maintained in a professional manner, so that everything is in one place for everyone to see. I really would prefer to finish this so we can release it to the general public more or less bug free. I know a lot of people play and enjoy this game, and I know that personally, I hate it when a variant stops being maintained. I think we have one of the biggest variant following (besides ZAngband, of course) out there right now, and it would be a shame to stop developing new and more awesome things.

List of things to do {It might be a good idea to put in parenthesis the date which they were submitted}

1) Monsters (17/Dec/2008)

Description: Low levels (1 to 35/40) are quite well filled, but the rest needs to be done. Some monster races do not exist at all. Each place must also have it's own list of monsters. To help here you must be able to make up new monsters, in theme, and make them "fit" nicely in the place they should go (dungeon, forest, everywhere, ...)

2) Objects (17/Dec/2008)

Description: Armour/ring/amulets ego items (rings and amulets are always ego items, the base types dont have any powers). Most base object types are complete, egos are now needed. To help here you must be able to make new items/egos, in theme. You do not need to be able to code, although this cant hurt if you want to give objects some special functions.

3) Quests (17/Dec/2008)

Description: There are two types of quests, the plot quests which I (DarkGod) mainly handle and the "other" quests which are there to privde entertainment, objects, a reason to go somewhere or simply make the game feel alive.

4) Module Scripting (17/Dec/2008)

Description: Creating the remaining skills/abilities, the player races/classes and so on. To help here you must be able to code in lua (and knowing the engine already is a plus ;> ).

There's a big difference in the degree of completion between the T-Engine and the ToME module, and the former is also independent of the latter. I've noticed that I'm not really interested in the ToME module anymore. My preferred playstyle is gamist, and ToME 3 has moved a lot into the narrativist/simulationist direction while the T-Engine allows for different styles.

To make things clearer with examples:
Gamist: B.O.B (a very pure example)
Narrativist: Dragonball T (for insane amounts of branching quest trees and dialogue)
Simulationist: Bubblegum Crisis (it's only realistic for the Tokyo map to be way confusing and realism trumps all!)

(The last two have a lot in common, though, since they were made by the same person.)

Zothiqband is mainly gamist, although not to the degree B.O.B. is. ToME 2 was the same.

I think we should have the T-Engine and the ToME module as separate projects with separate to-do lists.

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